I also did Suishou no Dragon, another Square FDS title, as well. It had the exact same format as Tokimeki High School and Cleopatra no Mahou, so it was relatively easy to rip. I only encountered two tracks, and from what I played of the game, it seems that that's all there is - most of the game is silent.

Hi. I've been lurking here for a while, and I must say its great to see so many new nsf rips. I'd like to thank all the rippers for making these available.

From browsing these posts, it seems to be okay to request nsf rips. I apologize if I'm breaking any rules, but I was wondering if anybody would be interested in looking at some of these games. The first 4 are Famicom Disk System Games, so I dunno if they'd be easy or not.

Wow! Suishou no Dragon is really rockin! Well, track 1 at least. It's time to get up and dance!

Toobin is kicking my ass too. I like how it sounds like Guantlet. Track 1 and 2 are guantlet all the way. Very rad find! Track 5 is getting me in a silly mood. Especially since I have head phones on. Just the thought of anyone listenin to track 5 with headphones on is a goofy thought. ROCK

Just found Gil_Galads Contra Force NSF on his site. Unfortunately it's not very accurate. It has wierd noises all throughout it, and it is missing the DMC in most songs. That's too bad , but it's a start.

Thanks for letting me know about the incomplete NSFs. I added the ending theme to Exciting Soccer (increasing the file size by another 8K) and fixed the play address in Famicom Grand Prix II so that it would play in players that halt on invalid opcodes.

I was playing around with the Skate or Die 2 title theme, seeing what I can do with an NSF. Here's what I came up with (haven't figured out how to access the other tracks in the game, anyone know how to properly init?):

For the raw PCM, I had to approximate frequencies. I use a table at $BF00-BFFF to convert the raw PCM frequency to a number of loops to update $4011 after each play routine call. The values in this table should be as high as they can without spilling over to the next play routine call. I tried to tweak them to get as close as I could to this maximum.

Who is online

Users browsing this forum: No registered users and 4 guests

You cannot post new topics in this forumYou cannot reply to topics in this forumYou cannot edit your posts in this forumYou cannot delete your posts in this forumYou cannot post attachments in this forum